Computer-aided online card games having parallel payouts

ABSTRACT

A method, computer system, and computer program product to award a benchmark prize to a game participant in an online card game. The method commences by receiving an opt-in wager from a game participant to participate in one or more forms of parallel competition, then receiving a plurality of cards corresponding to a hand for a player-entry. The method continues by identifying a benchmark related to the online card game and awarding the benchmark prize to the game participant based on the benchmark. Benchmarks comprise a hand rank or an event during a game. Some techniques include automatic fold-out whereby a profitability threshold of a current hand or player preferences on hand strength are used in making the decision to perform a fold-out command based on a comparison of the current hand to a calculated current hand profitability threshold. If the player folds-out, then the system can automatically assign the player-entry of the player to a new table.

RELATED APPLICATIONS

The present application claims the benefit of priority under 35 USC 119to U.S. Provisional Patent Application Ser. No. 61/551,898, filed Oct.26, 2011, entitled “System and Method for Online Card Game Participants”(Attorney Docket No. LODF.P0001P), and claims the benefit under 35U.S.C. §120 to and is a continuation-in-part of the U.S. patentapplication Ser. No. 13/544,620, filed Jul. 9, 2012, entitled “OnlineCard Games Using Multiple Online Player Preferences” (Attorney DocketNo. LODF.P0001), and U.S. patent application Ser. No. 13/544,635, filedJul. 9, 2012, entitled “Computer-Aided Online Card Games Using MultipleOnline Player Preferences” (Attorney Docket No. LODF.P0003), all ofwhich are hereby incorporated by reference in their entirety.

FIELD

The disclosure relates to the field online games of chance.Specifically, the technology relates to procedures for arranging onlinecard games that maximize competition and active participation and moreparticularly to techniques for online card games having parallelpayouts.

BACKGROUND

Some embodiments of the present disclosure are directed to an improvedapproach for implementing online card games having parallel payouts.

Legacy card game systems can assign a player to a table at which aparticular game is hosted. In addition to the card game hosted at thattable, the operator (e.g., a card room operator) may wish to offer formsof parallel competition where an achievement of a particular benchmark,or the occurrence of a particular event during the course of playresults in a payout or other prize in addition to the winnings (if any)resulting from the card game hosted at that table. Further, not only aplayer at a table, but also observers can participate in parallelpayouts by placing wagers against a particular benchmark (e.g., outcomeor event). However, legacy online poker systems do not support suchflexibilities.

Thus, there is a need for techniques of arranging online poker games andproviding player tools that exploit the advantages of onlinecommunication to deliver an enhanced poker playing experience for bothplayers and observers.

SUMMARY

The present disclosure provides an improved method, system, and computerprogram product suited to address the aforementioned issues with legacyapproaches. More specifically, the present disclosure provides adetailed description of techniques used in methods, systems, andcomputer program products for online card games having parallel payoutsand/or parallel competition.

Disclosed herein are methods to award a prize to a game participant inan online card game. The method commences by receiving an opt-in signalfrom a game participant to participate in one or more forms of parallelcompetition, then receiving a plurality of cards corresponding to a handfor a player-entry. The method continues by identifying a benchmarkrelated to the online card game (e.g., a benchmark that matches thehands or events of game play) and awarding the prize to the gameparticipant based on the characteristics of the benchmark andcorresponding prize or prizes. Benchmark events can comprise a hand rankor an event during a game, and prizes can be jackpots (e.g., cash) orprizes can be tangible objects (e.g., an automobile). Some techniquesinclude automatic fold-out of certain forms of parallel play whereby aprofitability threshold of a current hand is used in making the decisionto perform a fold-out command. For example making the decision toperform a fold-out command can be based on a comparison of the currenthand to a calculated current hand profitability threshold. If the playerfolds-out, then the system can automatically assign the player-entry ofthe player to a new table.

Further details of aspects, objectives, and advantages of the disclosureare described below in the detailed description, drawings, and claims.Both the foregoing general description of the background and thefollowing detailed description are exemplary and explanatory, and arenot intended to be limiting as to the scope of the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts a schematic of a virtual game room for simulating a cardroom with multiple tables in a system for online card games havingparallel payouts, according to some embodiments.

FIG. 1B depicts a schematic of a virtual game room for simulating a cardroom with multiple tables in a system for online card games havingparallel payouts, according to some embodiments.

FIG. 2 depicts a schematic of a virtual game room used in a system foronline card games having parallel payouts, according to someembodiments.

FIG. 3 depicts a schematic of a game manager module used in a system foronline card games having parallel payouts, according to someembodiments.

FIG. 4 depicts a schematic of a table creation module used in a systemfor online card games having parallel payouts, according to someembodiments.

FIG. 5 depicts a schematic of a play logic module used in a system foronline card games having parallel payouts, according to someembodiments.

FIG. 6 depicts a graphic representation of a datastructure used in asystem for online card games having parallel payouts, according to someembodiments.

FIG. 7 depicts a schematic of a decision suggestion module used in asystem for online card games having parallel payouts, according to someembodiments.

FIG. 8 depicts a flow chart of table assignment logic used in a systemfor online card games having parallel payouts, according to someembodiments.

FIG. 9 depicts a system for online card games having parallel payouts,according to some embodiments.

FIG. 10 depicts a system for automatic fold-out whereby a profitabilitythreshold of a current hand is used in making the decision to perform afold-out command, according to some embodiments.

FIG. 11 depicts a system 1100 for online card games using multipleonline player preferences, according to some embodiments.

FIG. 12 depicts a system for online card games using multiple onlineplayer preferences, according to some embodiments, according to someembodiments.

FIG. 13 depicts a block diagram of an instance of a computer systemsuitable for implementing an embodiment of the present disclosure.

DETAILED DESCRIPTION

The present application is related to a co-pending U.S. patentapplication, entitled “PERFORMING AN AUTOMATIC FOLD-OUT COMMAND ANDASSIGNING PLAYER ENTRIES IN AN ONLINE CARD GAME” (Attorney Docket No.LODF.P0005), filed on even date herewith, which is hereby incorporatedby reference in its entirety.

Some embodiments of the present disclosure are directed to an improvedapproach for implementing online card games having parallel payouts.More particularly, disclosed herein are environments, methods, andsystems for implementing online card games having parallel payouts.

Overview

Card games and other games of chance have been a prominent culturalphenomenon for many years. From neighborhood card rooms to largecasinos, gambling enterprises offering organized card games attractmillions of players and generate billions of dollars a year in revenue.The advent of the Internet has added a new dimension to multi-playercard games. The ability to meet and interact with people remotely hasenabled the development of online card games in which several people inremote parts of the world can participate in the same hand of a cardgame with a networked computer system. Many companies have emerged thatprovide increasingly sophisticated services to facilitate online cardgames. Some involve simulated winnings and allow players to competepurely for sport, not money. Others operate as online casinos or cardrooms, offering accounts that players can transfer funds to, receivewinnings in, and draw upon to place wagers and cover their losses.

Many online card game systems simulate the structures, rules, andfundamental elements of real-life card games, such as a game room. Forexample, many online systems retain the concept of a table, wherein eachtable corresponds to a specific type of game (e.g., poker, blackjack,etc.). A game may be any genre of card game that involves wagering. Agame may have multiple variants. Popular variants of poker, forinstance, include Five Card Draw, Texas Hold 'Em, Stud and Omaha.

A game or tournament can sometimes be distinguished from another gamebased purely on criteria such as wagering limits. For example, a TexasHold 'Em game can be played with a predetermined limit for each wager(‘fixed limit”) such as $3 or $6 per wager, or played with a fixed rangefor each wager (“spread limit”) with a minimum and maximum such as $1-$5per wager, played where the maximum wager is the size of the current pot(“pot limit”), or played without a wagering limit (“no limit”). Each ofthese variants with different wagering rules has distinct strategies forplaying and wagering.

A game or tournament also may be distinguished from another game basedpurely on other criteria such as hand rankings or game outcomes. Forexample, Omaha is often played as a hi-lo split, meaning half the pot isawarded to the person with the highest hand ranking, and half to theperson with the lowest hand ranking.

Each table will have a maximum number of participants, usually ten orfewer. Some players will prefer fewer participants.

Descriptions of Exemplary Embodiments

FIG. 1A depicts a schematic 1A00 of a virtual game room (e.g., game room118) for simulating a card room with multiple tables in a system foronline card games having parallel payouts.

As previously indicated, online card game systems simulate thestructures, rules, and fundamental elements of real-life card games,such as a physical facility (e.g., a game room 118). And, many onlinesystems retain other physical concepts such as the concept of a table101. In some cases, a table corresponds to a specific type of game(e.g., game 102 ₁, game 102 ₂, etc.). Further, in addition to thesimulation of real-life card games, operation of a game room can supportparticipation (e.g., visibility, wagering) by observers (e.g., observer178 ₁, observer 178 ₂, etc.) who might not be a player at a table atcertain moments in time. Yet, such observers (as well as players) canopt-in to jackpots or payouts that offer a parallel competition inaddition to any particular hands being played in any particular game ata table.

In an exemplary embodiment, an announcement 175 might originate from aparallel competition podium 172, and the announcement may comprise abenchmark specification 174. Participants might respond to theannouncement by indicating a wager 176, which wager is added to ajackpot 177. In a case involving a player engaged in parallelcompetition, the player 191 may pay a fee to participate in theannounced instance of a jackpot 177, wherein (for example) the best handof any player (or any player-entry 108) at any of a group of tablesduring a particular set interval is awarded a prize in addition to anywinnings the player may collect (if any) from the particular game beingplayed at the table itself. The achievements required for such prizesare known as benchmarks or benchmark events. A benchmark event maycomprise any single occurrence or combination of an occurrence of a handrank, an occurrence of a hand outcome, or another benchmark event. Abenchmark event can be any event (e.g., occurrence of a hand rank,occurrence of a hand outcome, a best player hand, etc.) that occursduring a hand or any event that occurs during a playing session or thatoccurs during a game.

For example, the system may declare parallel competition (e.g.,opportunity to place a wager) in the form of a table-specific, orgame-specific jackpot such that in the event that a royal flush is dealt(e.g., at that table, or in that game) the player-entry holding the justdealt royal flush would receive a pre-determined prize. Alternatively,the player may receive a percentage of a fund (e.g., a fund consistingof fees that players have paid to opt-in to the jackpot). In anotherembodiment, players may earn achievement bonuses for receiving certaincombinations of cards in a hand during a given interval. Achievementbonuses may be independent of the outcome of the hand. For example, anachievement bonus may be established for payout when a player has a pairof jacks in a hand. This event may automatically trigger a bonus, whichwould accrue to the opt-in/wagering player. In most situations, theautomatically-triggered bonus and corresponding payout is accomplishedwithout the other players being notified; thus the integrity of the gameplay is maintained even in the face of parallel competition.

Some embodiments allow any given player or observer to signal an opt-into a jackpot or a benchmark prize by merely making a corresponding wageror paying a corresponding fee (e.g., using an opt-in wager 171 or opt-infee 181) sent to a parallel competition podium. In some such cases theopt-in wager action or opt-in fee action is registered when theparticipant pays fees and/or wagers into a jackpot at any time when theyare permitted to (e.g., before the occurrence of any event thatdetermines or influences a corresponding jackpot); and in doing so, theparticipant indicates an intent to participate, and receiving such anopt-in wager or opt-in fee from the game participant establishes thegame participant as eligible to win the jackpot or benchmark prize. Inother cases a player that establishes his/her player-entry at a bonustable (and pays the entry fees) establishes his/her intent toparticipate in the parallel competition of that table. In exemplarycases multiple game participants are registered as eligible to win thejackpot or benchmark prize even though not all participants in theonline game or hand are required to opt in.

Some embodiments promote parallel competition by publishing theavailable benchmarks and jackpots, and by allowing players to select anyone or more jackpots in which they want to participate. Some embodimentssupport techniques by which the operator can charge players separatelyfor each jackpot in which they want to participate. Some embodimentssupport techniques by which players seated at the same virtual table canparticipate in different jackpots or promotions, even jackpots orpromotions for which the benchmark is dependent (fully or in part) onevents or outcomes that occur at another table.

FIG. 1B depicts a schematic 1B00 of a virtual game room for simulating acard room with multiple tables in a system for online card games havingparallel payouts. As an option, the present schematic 1B00 may beimplemented in the context of the architecture and functionality of theembodiments described herein. Also, the schematic 1B00 or any aspecttherein may be implemented in any desired environment.

As previously indicated, online card game systems simulate thestructure, rules, and fundamental elements of real-life card games, suchas a physical facility (e.g., a game room 118). And, many online systemsretain other physical concepts such as the concept of a table 101. Insome cases, a table corresponds to a specific type of game (e.g., game102 ₁, game 102 ₂, etc.).

In a physical casino or card room, a player will go to a podium (e.g.,game entry podium 116, or parallel competition podium 172) and ask for aseat assignment to a table offering one type of poker game. In an onlineimplementation, sites may use a podium, and may also use a tableassignment method where a player sees the tables (e.g., table 101)available in a virtual lobby (or game room 118), with each tableoffering a particular poker game in a particular variation. In an onlinesetting, the player scrolls through the list 112, and picks a table withan open seat or goes on a wait list to wait for a table. Sometimes, theplayer can specify what kind of table they want by specifying aparticular poker game or otherwise providing a game specification 114,for example, Texas Hold 'Em 3-6 Limit, and the computer system will lookfor an open seat at a table of that type or show the player which tablesare assigned to that game and also show the betting limit.

In many professionally-operated poker games, the cards are dealt by anentity known as a dealer who is not an actual participant in the game.However, there is a dealer position button 106 signifying the player whois last to act, and the button rotates around the table to each seatedposition. In some games, certain or all players are required by therules to wager specific amounts (e.g., a “wager amount”) before or whenthe dealing of a “hand” starts, called “blinds” or “antes”. An ante isbe paid by all the participating players. A player's obligation to payblinds, which are initial wagers placed before cards are assigned to aplayer, may be determined by the player's seat proximity to the dealer.Often, the two persons to the left of the dealer are the first to actand put up their blinds before they see their initial cards. A player'sproximity to the dealer determines the order in which the player acts onhis set of cards, and the player who acts last, which is the dealerposition (the “button”), is at an advantage. Both an instance of aparticular card game as well as the set of cards a player has been dealtfor that instance are called a hand. Players sometimes will refer to thelength of time they play as a playing session, during which time theywill see many hands.

In each hand, each player is dealt a number of cards. Some cards may beconcealed and assigned only to a particular player who knows the cardvalues. Other cards may be turned faced up and referred to as communitycards, used by each participating player as part of their hand. In pokergames, players make decisions while they play. For example, at varioustimes during the hand, when it is their turn to act, a player may “fold”their cards, declining to make a further wager and cease participatingin that hand; “check”, meaning that they are not required to wager atthat time and are not folding or wagering; “call” or match anotherplayer's wager and remain active in the hand; or “raise”, meaning toincrease the amount of the wager thus forcing another player or playersto make a decision. Sometimes a player will fold after receiving theirinitial cards because the cards do not fall within a range of “startinghands” that the player deems worth playing under the circumstances.

Further in to the discussion of bonus play concurrent withplayer-selected game play, players can opt-in to parallel wagers relatedto the game, hand or tournament. And persons observing the game (evenobservers without a player-entry) can wager on a hand or tournament inorder to participate in the chance to share in the jackpot payout. Ifthe player making the wager wins the jackpot (or share of a jackpot),he/she may collect payout from the operator, and if the player losses,the operator may keep the wager. Alternatively, another player, observeror combination thereof may enter the parallel competition, and in doingso willfully assumes the risk of the loss of his/her wagers. In additionto the wagers themselves, the operator may collect a fee forparticipation in the jackpots.

The wagers usually are placed into a common “pot” that is awarded to thewinner. If everyone except one player folds, the remaining player winsand collects the pot. If two or more players proceed to the end of thehand, the player hand with the higher hand ranking wins. If the playershave equal hands, they divide the pot by the number of equal hands.

Players evaluate a number of factors in making playing decisions,including but not limited to their own cards, the order in which theymust take action, any community cards shared by all player hands, theodds of certain outcomes, estimations on the cards dealt to otherplayers, the relative amount of a wager against the money that could bewon, and anything they have been able to observe regarding the otherplayers. Online systems may provide calculated odds, and/or statistics,and/or advice (see FIG. 2).

Poker can be played as a cash game, meaning that each wager representsmoney wagered. Poker is also played in a tournament form, where playersare given chips that are not redeemable for cash, and play until theylose all their chips or another predetermined event occurs. The winnercould be the person who is left with all the chips, or who has the mostchips at a predetermined time. Prizes are awarded based on the player'splacement among the participants, and the amount of the prizes can bebased on player entry fees or a prize pool.

Often, players are interested in playing more than one version of poker,including different variations based on wagering limits. But the playermay be limited to the version offered at the table to which they areassigned. In a physical casino or card room, where a player is assignedto and restricted to one table at a time, the player is often compelledto play one particular poker variant unless they give up their seat andchange tables, or unless the card room offers a “mixed game” wheredifferent variants are played at the same table, and where the playersuse alternating hands. However, not only are such “mixed games” at asingle table uncommon, but the mix of games is determined by the casinoor card room operator. A single player cannot determine the mix of gamesor poker variations that he or she wishes to play while seated at asingle mixed-game table. There are sometimes “dealer choice” games,where the dealer position 104 rotates and the person with the dealerbutton can select the game, but in that instance a player cannot controlthe poker game choice when not in the dealer position.

The implementation of these elements in on online context raises anumber of problems to be solved, and many possibilities for fast-pacedand exciting online play. For example, in online poker games where eachplayer is dealt one or more cards that are assigned to them, the player(e.g., represented at a table by a player-entry 108) may make anevaluation of whether the initial cards (“starting hands”) they receiveare competitive enough to play. By allowing players to fold-out of turnand immediately be reseated at another table, game play is speeded upfor that player and they can see many more hands per hour.

Players may even have hand ranges they like to play; for example, ifseated in an “early” position relative to the dealer, meaning that theyare slated to act early and are therefore at a disadvantage, they mayonly want to play pairs of 7-7 and better, or face cards. If seated inthe dealer position or a “late” position, meaning that they are slatedto act later and are therefore at an advantage, the player may have abroader range of hands they would play (e.g., without folding) in thatposition. An online system would allow players, possibly represented bya player given as a player-entry 108 (e.g., player-entry 108 ₁,player-entry 108 ₂, player-entry 108 ₃, etc.), to preselect startinghand ranges, and use a variety of variables (e.g., preferenceparameters) to express the ranges. Use of two or more preferenceparameters (e.g., a game preference parameters specification, and aseating preference parameters specification) when assigning aplayer-entry to an open table is especially effective for players. Forexample, a player can specify that any starting hands that fall below aplayer's threshold for starting hands could be automatically folded(e.g., based on a particular preference parameter and/or based on aprofitability metric corresponding to a particular hand (e.g., astarting hand) of a particular game.

This automation serves to speed up the game and also makes it easier forplayers to participate in games being played out on multiple tablessince a player does not even have to look at the hand or table where anautomatic fold occurs. By offering starting hand ranges, the system alsohelps new players who may not know statistically which hands they shouldplay, but the starting hand system can suggest appropriate ranges.Alternatively, by the player setting starting hand ranges, the gamesystem can hide those tables where the starting hands fall outside thepreferred ranges.

In real-life poker, a player is expected to play when it is their turn,and cannot fold or take another action until it is their turn. When aplayer plays out of turn, they have violated a game rule and theirout-of-turn play provides information for the players who still have tomake decisions. In online poker, a player can decide to fold at anytime, including after they receive their cards and direct that action,but the computer can delay revealing that decision to the other playersuntil it is the folding player's turn to act. In this way, the foldingplayer can make a rapid decision without waiting for other players toact first, but the player's decision does not have to be revealed to theother players until it is that player's turn to act. At the same time,the folding player can be reassigned to another table immediately evenif the players at the first table think that the player has not yetacted in the hand at the first table.

Also, when a player folds out of a hand prior to its conclusion, henormally stays seated at the table and observes the outcome of the hand.This has entertainment and educational value, as the player may sharpenhis own acumen by observing the remaining players' wagers, interactions,and facial expressions. In addition, in a real-life game, the player hasgone to some effort to physically travel to the casino, wait for an openseat, and therefore usually intends to play for several hours during aplaying session. Other players physically present at the table also stayseated for longer periods of time. For these reasons, for the playerphysically present at a table, watching the hand closely even after thatplayer folds may, over time, yield valuable information about the otherplayers that the player can use later in the playing session playingagainst some or all of the same players.

In contrast, in online poker, players often cannot see or speak to eachother. Thus, for an online poker player, there may be less value inobserving the conclusion of a hand that the player has folded out of.Also, a player playing online from home, or on a break, or in betweenappointments may have only 30 minutes or 45 minutes at a time to play,and many other online players may come and go from the table during evena short period of time. Consequently the players may be less interestedin close observation of other players and more interested in activelyplaying as many hands as possible in a short period of time.Furthermore, in card room and casino contexts, players often participatein card games to enjoy the atmosphere, to interact with people, or othersocial reasons. Because these aspects of gaming are absent from theonline context, online poker players usually participate with the goalof maximizing competition and the number of hands played per session.

In any of the above-described embodiments, players may be seated at atable randomly or according to predetermined rules. The participation ofa player in multiple simultaneous hands may be implemented through thecreation of player entries, wherein each player entry corresponds to aninstance of a player in at a particular table. Thus, a single player mayhave multiple player entries in multiple hands at multiple tables at anygiven time. In some of these embodiments, the player may be preventedfrom having multiple player entries at a single table; however a playermay participate in game play at a given table at the same time theplayer participates in parallel competition, such as any bonuses orjackpots or other parallel competition involving a benchmark.

The benchmark specifics can vary widely, and yet still fall under theambit of the meanings of benchmark as used herein. Strictly as examples,a benchmark can specify a particular hand rank, or can comprise theoccurrence of an event or series of events to be tallied during a hand,or during a playing session, or during a game. In some cases, benchmarkcombinations are announced, for example a benchmark can comprise acombination of a hand rank, a hand outcome, and an event during a hand,playing session, or game.

In some situations, eligibility to wager on a particular benchmark isdependent on the player-entry makeup of the participants at a giventable. For example, a first player can be eligible for a first benchmarkthat is different from a second benchmark that a second player iseligible for. This situation can be actively managed when achievement ofa particular benchmark B1 is in some way dependent on the actions of afirst player, achievement of a different benchmark B2 is in some waydependent on the actions of a second player, and the first player andthe second player are seated at the same table.

The aforementioned constructions of benchmarks are merely some examples,and additional constructions are myriad, a few of which constructionsare listed below:

-   -   A benchmark where an event is tallied when a given “best player        hand” is achieved within a set time interval or number of hands.    -   A benchmark where an event is tallied when a given player hand        or a certain rank or better is beaten by another hand of higher        rank.    -   A benchmark where the game operator charges a player a fee based        at least in part on the action of opting in.    -   A benchmark where the operator charges a player a fee based at        least in part on the amount of the player's wager.    -   A benchmark where prizes in addition to the jackpot and/or share        of jackpot are awarded based at least in part on different fees        or wagers. For example, if a player enters parallel competition        with a wager of at least $1000, then the prize of an automobile        is awarded if the player wins the jackpot.    -   A benchmark where the prize progressively increases.    -   A benchmark where the prize is based at least in part on a        pari-mutuel payout.    -   A benchmark where the wager is made by an observer not        participating in a hand.    -   A benchmark where the wager relates to a tournament.    -   A benchmark where the benchmark comprises a preset hand outcome.

As can be seen, the embodiments discussed disclose techniques for acomputer implemented method of parallel competition comprising awardinga “bonus prize” or other prize to a game participant in an online cardgame. The game participant can be a player or an observer. In an onlinecard game setting, the parallel competition commences by receiving anopt-in signal (e.g., an indication to participate to win a particularbonus) from a game participant (again, the game participant can be aplayer or an observer). Parallel game play of any sort commences orcontinues, and at some point during one or more online card games, thesystem receives a plurality of cards corresponding to a player-entry(e.g., a hand), which cards might not be in the hand of the sameplayer-entry as the game participant who opted-in to the parallelcompetition. The characteristics of the hand (e.g., is it a full house,or is it a flush, etc.) serves for identifying a pre-defined benchmark(e.g., the benchmark against which players or observers have madewagers), and in the case that the benchmark has been met, the systemwill award the “bonus prize” or other prize to the game participantbased at least in part on the benchmark being achieved. In some cases aprize is of a nature that can be split among multiple winners (e.g., acash prize). In other cases a prize is of a nature that cannot easily besplit among multiple winners (e.g., an automobile prize), and in such acase the prize is awarded to a single winner on the basis of a secondarycriteria.

Now, one aspect of the aforementioned virtual game room is that playerscan participate in more hands and in more jackpots per playing sessionthan would be possible in a land-based or other physical casino.Techniques for doing so are briefly discussed infra.

FIG. 2 depicts a schematic 200 of a virtual game room used in a systemfor online card games having parallel payouts. As an option, the presentschematic 200 may be implemented in the context of the architecture andfunctionality of the embodiments described herein. Also, the schematic200 or any aspect therein may be implemented in any desired environment.

As shown, schematic 200 depicts techniques for giving players more handsper playing session than would be possible in a land-based casino. Thevirtual aspects allow an online poker player to be “seated” at more thanone table at a time and participate in multiple hands simultaneously. Inland-based casinos, poker or blackjack players are assigned to a table.Currently, in online poker games, players can choose to play at morethan one table at a time, with each seated position being referred to asa player-entry for that player. Using a console 202 such as a screen ora monitor, some players can play at many tables, and a console view 206is provided to display selected aspects of multiple games. They may usemultiple monitors (e.g., game room monitor 119 ₁, game room monitor 119₂, game room monitor 119 ₃, etc.) or one or more computer screens. Inaddition to supporting multiple display surfaces, online game softwaresuch as is disclosed herein can also tile the tables or cascade them sothey can be overlapped and brought forward or pushed behind.

One drawback of legacy online multi-tabling systems is that in the tiledversions, the tables can be small and a table at which a decision isrequired needs to create some visible means of alerting the player,which can distract the player. In the cascading versions, when adecision is required at a table, that table will pop up over the rest ofthe tables. In legacy implementations, even hands where the startinghands are not competitive and the player would always fold are shown tothe player. This results in interrupting the player's decision making ata different table for a hand that is competitive. Therefore, the playerhas to stop focusing on the hand in which they are most interested anddirect attention to action pertaining to one or more other tablesrequiring a decision, even where, under the circumstances, they have nointention of playing the hand on the other table(s). For instance, if aplayer is playing on 16 simultaneous tables, and they are involved in ahand on table 3 that they wish to pay added attention to and observe,nonetheless the other 15 tables will pop up or blink or flag the playerand require the player's input even if the starting hand on those tablesfall outside the player's expressed range of starting hands.

In some embodiments of the present disclosure, alerts 204 are shown tothe player at selected times.

FIG. 3 depicts a schematic 300 of a game manager module 302 used in asystem for online card games having parallel payouts. As an option, thepresent schematic 300 may be implemented in the context of thearchitecture and functionality of the embodiments described herein.Also, the schematic 300 or any aspect therein may be implemented in anydesired environment.

The system as shown sets starting hand ranges and permits players tofold at any time, automatically fold based on starting hand ranges orother metrics (e.g., see FIG. 5), or hide those tables where thestarting hands fall outside the preferred starting hand range. Such aregime can improve multi-table play. Combined with a method of tablecreation and a method of automatic reseating (see FIG. 4 and FIG. 5,infra) a player can participate in hundreds of hands per hour, givingattention only to those select hands likely to be profitable.

Some legacy multi-table online systems follow land-based models, andallow the player to specify the games they wish to play by taking adifferent table assignment for each game type, thereby permitting aplayer to have one player-entry playing one type of poker, and anotherplayer-entry belonging to the same player playing a different pokervariant. In this model, the players are compelled to remain at eachtable in order to see the next hand of the same game, even after theyhave folded a hand, and until that hand is complete between theremaining players. In such legacy systems, there is no opportunity tofold the hand and immediately have that player proceed to another handof a different game, unless the player resigns their table assignmentand goes back to the game lobby to select and/or wait for another tableassignment.

The game manager module 302 of FIG. 3 depicts an online system thatallows each player to establish their own game mix and move betweenonline tables seamlessly. This embodiment includes a table assignmentsystem that permits players to identify the game mix they wish to play,and an accelerator module 304 that automatically moves a player betweentables or hands to the games they want.

FIG. 3 depicts a system that automatically moves players between tablesor hands to the games they want using a game manager module 302. Theaccelerator module 304 comprises a current hand assessment module 306and a decision suggestion module 308. The accelerator module accepts arange of inputs including a desired operation 312, a current handenumerator 314, a dealer position indicator 316, a player positionindicator 318 (e.g., player position indicator 318 ₁, player positionindicator 318 ₂, etc.), and a randomizer 310. The accelerator modulefurther accepts inputs in the form of player preference parameters(e.g., preference parameters 324 ₁, preference parameters 324 ₂, etc.),observation rules 326, and play strategies 328. Some embodiments asdisclosed herein also include a feedback loop 319 that serves formanaging iterations using the accelerator module (e.g., usingaccelerator operation manager 320). For example, a player might specifypreference parameters to express a desire to join a blackjack game, butmay choose to override (see player override manager 322) such apreference should the player tire of blackjack, and want to move to a(for example) poker table for a next game. Play can be accelerated(e.g., using accelerator operation manager 320), especially when theplayer establishes preferences and follows the flow and/orrecommendations of the system based on those preferences.

A table assignment system (e.g., using a game manager module 302) caninclude such a table creation module (see FIG. 4) to accelerate play,and which automation permits players to identify the game mix they wishto play (e.g., using game type identifiers). An accelerator moduleautomatically moves the players between tables or hands to the games theplayers have identified. In fact, a table assignment system can serve toidentify tables satisfying one or more preference parameters. Forexample, one possible preference parameter might include a preferencefor being seated at a table where the table comprises a table with justone fewer player-entries than the open table's capacity, thus thepreference for being seated as the last player at a table can besatisfied.

FIG. 4 depicts a schematic 400 of a table creation module used in asystem for online card games having parallel payouts. As an option, thepresent schematic 400 may be implemented in the context of thearchitecture and functionality of the embodiments described herein.Also, the schematic 400 or any aspect therein may be implemented in anydesired environment.

As shown, the table creation module 402 uses a plurality of playerpreferences, which player preferences can be included in a datastructureto capture the status of tables (see table status datastructure 404).Such a datastructure, used in conjunction with the disclosed automation,can facilitate more rapid play than is possible in land-based casinosettings. For example, even if the player specifies only one kind ofpoker they wish to play, if the system uses a method for creating pokertables where only one table of each poker variant is open for seating ata time, that open table can be filled more quickly and a hand can beginsooner than if there are two or more identical tables open and playersare assigned to each even though neither are yet full and neither handis ready to start.

Such rapid play can be automated using a table creation module 402. Insome embodiments, a table creation module can use a table statusdatastructure 404 for storing and changing aspects of activities attables. For example, a table status datastructure can include a table ID410, the type of game being played (e.g., type of game indication 411)at a particular table, a game status indication 412, an open timeindication 413, and a table capacity indication 414. Also, a new tablemodule 406 can handle situations such that a new table can be created inthe event that a hand can begin when there are two or more identicaltables are open (e.g., same type of game indications) and, even thoughneither are yet full and neither hand is ready to start, the aggregateof players could be assigned to a new table, and a new hand could startwith a full table. In some embodiments, a table capacity indication 414is an integer count of a number of player-entries that is defined to bethe capacity (e.g., a number of player-entries) of the table. It ispossible that a single (real person) player can control multipleplayer-entries, and that a single (real person) player can controlmultiple player-entries seated at the same table. The new table modulecan introduce new tables to an open table pool (see FIG. 5).

FIG. 5 depicts a schematic 500 of a play logic module used in a systemfor online card games having parallel payouts. As an option, the presentschematic 500 may be implemented in the context of the architecture andfunctionality of the embodiments described herein. Also, the schematic500 or any aspect therein may be implemented in any desired environment.

FIG. 5 depicts a play logic module 502 that manages an open table pool524 and a set of rules for managing the open table pool. Such a set ofrules (e.g., resulting in seating arrangements, folding of hands, etc.)can be implemented by a task assignment module 504. A task assignmentmodule 504 serves to determine the timing of the application of rules.For example, a task assignment module can determine when it isappropriate given a set of rules (e.g., game rules, wagering rules,progression rules) to create a new table 526, or to populate an opentable 528, or to eliminate a table (see game completion event 530), andsuch a determination and actions can be accomplished using a tablecreation module 402. As further examples, a task assignment module 504can server to determine what actions are appropriate when a player foldsout of a hand (see folding module 508), and what actions are appropriatewhen a player is to be seated at a new table (see seating module 506).Of course, any of the aforementioned tasks can be performed on the basisof specific player commands (e.g., see player-entry command 520, seefold-out command 518), and/or on the basis of rules of progressionthrough the game (e.g., see state advancer 522), and/or even in thebasis of some random effects (e.g., see randomizer 310). Still more, atask assignment module can make determinations based on any number ofranked preference parameters 514, and an aggregation of rankedpreference parameters (e.g., from different player-entries) can bereconciled using a preference ranking module 512. In some cases one ormore of the ranked preferences can be assigned a threshold value 516,and the threshold value can be used in making determinations for rankingpreferences (and see the discussion of FIG. 6, below).

A system such as shown in FIG. 5 depicts a computer implemented methodof assigning player entries in an online card game. One embodiment ofthe method comprises receiving two or more preference parameterscorresponding to a player-entry for a player (see ranked preferenceparameters 514) and also receiving a command for the player-entry tofold out of a current hand of a particular game (see fold-out command518). A folding module 508 can match the player's hand to playerpreferences and advance the state to execute a fold-out (see stateadvancer 522) or, a folding module 508 can merely execute the player'scommands (e.g., see player-entry command 520, see fold-out command 518).The task assignment module 504 can then begin searching for an opentable corresponding to at least one of the preference parameters. In anexemplary situation, an open table with fewer player-entries than thetable's capacity can be a good candidate at which to seat theplayer-entry since a game can begin soon (e.g., as soon as anotherplayer is seated at the table), or the task assignment module, possiblyin conjunction with a seating module, might amalgamate theplayer-entries at multiple partial tables into one fully-seated table,and thereby begin a new game. Other preferences are possible, includingpreferences for being seated first at a table, being seated last at atable, only playing some maximum number of hands of one particular game,and so on. In this manner, the task creation module can assign a playerto an open table corresponding to the player's preference parameters.

FIG. 6 depicts a graphic representation 600 of a datastructure used in asystem for online card games having parallel payouts. As an option, thepresent graphic representation 600 may be implemented in the context ofthe architecture and functionality of the embodiments described herein.Also, the graphic representation 600 or any aspect therein may beimplemented in any desired environment.

As earlier indicated, online players often do not wish to waste timesitting idle while a hand that they have decided to fold-out of proceedsto conclusion. They may wish to fold before it is actually their turn toact. Because in an online implementation, there is little to be gainedfrom such idle time, the goal for players in online poker is usually tomaximize the number of hands played during a session. Thus, it isdesirable for a player to be assigned to a new table immediately upondeciding to fold-out of a hand.

Where players are reassigned after deciding to fold, player tableassignments can be improved by having only one table open of a pokervariant and filling that table before opening another table. A systemthat in contrast has a plurality of open tables risks delay because eachtable may not be full enough to start a hand, or risks having too fewplayers participating in the hand, especially where the poker variationmay not be in demand.

Online poker games can also offer the opportunity for players to selecttwo or more poker variations they wish to play (“mixed games”), and toassign players to tables without delay and according to playerpreferences for the games they wish to play. This may be accomplishedwith a table assignment system where the player preselects gamevariations. As soon as a player decides to fold out of a hand or a handconcludes, the player can be assigned to a preselected game which is oneof the games they have selected. This may be accomplished by havingplayers rank their preferences by prioritizing tables that already haveseated players, or by other means which correspond to the playerselected game variation preferences.

FIG. 6 depicts a preferences datastructure 602, which can storepreferences for multiple players and/or for multiple player-entries inthe form of a player-entry data item 604, which in turn can comprise atype of game indication 411 (and see the discussion of FIG. 4).Exemplary embodiments of a player-entry data item 604 comprisecodification of rules (e.g., in the form of one or more game rules 610,one or more wagering rules 608) and the player-entry's seatingpreferences 612. The seating preferences and participatory settings 614can be used singly, or in combination to determine player-entry seating.

Further, aspects of award preferences and outcome preferences can beused in combination with settling rules. For example, and as shown, aplayer-entry data item 604 can comprise award preferences 620, prizepreferences 618, settling rules 616, and hand outcome preferences 622(e.g., hand outcome preferences 622 ₁, hand outcome preferences 622 ₂,etc.).

Returning to the discussion of FIG. 5, and specifically referring toaspects of table assignments, it can be recognized that a tableassignment could be accomplished using a randomizer or a first-availabletable algorithm that assigns a player to a new table based on a randomselection or a determination of availability, respectively. However,such a solution might not take into account the player's preferences ofwhich games and which types of hands he would like to participate in. Aplayer may only be interested in playing a certain type of game, such asTexas Hold 'Em or Five Card Draw. If the network uses a randomizer or afirst available table algorithm, the player may potentially be assignedto an Omaha Hold 'Em table and have to endure at least one wasted hand.The player may also be assigned to a table that has too many or too fewplayers for his taste or a minimum or maximum wager that is too high ortoo low, respectively.

To address this shortcoming, one series of embodiments of the presentdisclosure provides a technique for a player to specify a set ofpreferences for his next table and hand. According to one suchembodiment, the player would rank various games according to hisinterest and also could provide a minimum and/or a maximum wageringrange. This may be specified in a preferences pane and used for allsubsequent sessions, or it may be specified at the beginning of eachsession and used for that session only. The system can also be usedduring a hand if the player wishes to change preferences or even specifyjust the next game. Upon folding out of a hand, the system wouldimmediately attempt to reassign the player to a new table in accordancewith his preferences. In a related embodiment, a player may select hisnext game from a list of available games and wagering limits prior tofolding out of his current hand.

In another series of embodiments, the procedure by which new tables arecreated is regulated according to a series of rules. In one suchembodiment, a new table is only created for a particular game when thereare no open tables available for that game. An open table is one atwhich the number of seated players is fewer that the maximum number ofplayers for that table. For example, if a Texas Hold 'Em table is open,no new tables for Texas Hold 'Em poker are created until the existingTexas Hold 'Em table is full. Thus, according to this series ofembodiments, only one table for a particular game is open at any giventime. The advantage of this series of embodiments is to avoid thescattering of players of a particular game across multiple tables, whichmay cause dilution of the quality of competition or the creation of amultitude of tables with very few players seated at them.

In another series of embodiments, a player can specify, in a preferencesetting, a threshold value 516 (e.g., a threshold card combinationvalue) for continuing play. For example, the player may wish toautomatically fold-out of games in which he is not dealt at leasttwo-of-a-kind as part of his initial hand. This feature is particularlyuseful in embodiments in which a player participates in multiple handssimultaneously. The player can divide his attention between his multiplehands effectively, and such an “auto-fold”, which allows the player tofocus only on those hands that he deems himself as having a chance ofwinning. Alternatively, the game system can hide tables where thestarting hands do not meet the player's specified parameters.

Continuing the discussion of techniques to automatically fold-out ofgames in which the player is not dealt a hand that is deemed likely tobe profitable (or is dealt a hand that is deemed to have a lowlikelihood of profitability), the aforementioned current hand assessmentmodule 306 can operate cooperatively with an automatic fold-out commandgenerator 519. For example, a particular hand can be assessed forlikelihood of profitability (or otherwise scored in a manner to benumerically compared), and the hand can be compared to a profitabilitythreshold.

In some embodiments a hand can be assessed, and an aspect of theassessment can be used as an index into a profitability table. Strictlyas an example, Table 1 gives one such indexed table.

TABLE 1 Indexed Profitability Likelihood Table Profitability LikelihoodProfitability Likelihood Hand Assessment Characterization Numeric ValueNo pairs Low 1 One pair Medium 10 Two pair High 100

The foregoing example is merely one technique for including anon-numeric assessment of a current hand profitability based on thecurrent hand. Other techniques are reasonable and possible, includingtechniques that use one or more numeric assessments of a current handprofitability based on the current hand.

An automatic fold-out command generator 519 can receive inputs from acurrent hand assessment module 306, as well as from a data structure(see FIG. 6) or from a module (see ranked preference parameters 514),and can in turn generate an automatic fold-out command signal and sendsuch a signal to a fold-out command module via path 527 (see FIG. 5).

As earlier indicated, a particular hand can be assessed for likelihoodof profitability using numerical comparisons, and the hand can benumerically compared to a profitability threshold, which one or moreprofitability threshold values can be stored in a preferencesdatastructure.

Using the preferences datastructure of FIG. 6, a computer implementedmethod of assigning player entries in an online card game can beimplemented. In some embodiments, the method commences by receiving atleast one preference parameter corresponding to a player-entry for aplayer, then upon receiving a command for the player-entry to fold-outof a current hand of a particular game, a module (e.g., a seating module506 can commence searching for an open table corresponding to at leastone preference parameter). If an open table corresponding to thepreference parameter is identified, then the seating module (or anothermodule of the implementation) can assign the player-entry correspondingto the identified open table. Of course it is possible that no such opentable exists, in which case when it is determined that an open tablecorresponding to the preference parameter cannot be identified (e.g.,there is no such open table in the open table pool) then the methodcreates a new table corresponding to the preference parameter. Theplayer-entry is assigned to the new table, and play begins when thereare a sufficient number of player-entries seated at the newly-createdtable.

Another issue in playing poker is the difficulty that new players facein first playing cash games or tournaments and wagering money againstother players who may be more experienced. Since poker is a gamepredominately of skill where a player plays against other players,instead of a game of chance with preset odds set by game rules andplayed against the casino, often new players will be intimidated byother poker players and not want to risk money playing against them. Ina casino, giving specific hand direction or advice to a poker player isstrictly forbidden. Each player makes their own decisions withoutadvice. However, an online poker game can provide a means of givingplayers information, statistics, odds, guidance or advice before, duringor after the play of a hand, which helps new players adapt to playingpoker and improve their poker playing skill. This advice or informationcan be hidden from other players and makes poker more accessible tocasual or new players. These same tools may also be useful toexperienced players. Integrating these tools into the poker softwarewould permit players to have information in real time about the hand asit is played, and use the information, strategy and decision suggestionsdirectly in their play by confirming acceptance of a suggestion or evenby automatically accepting the suggestions, all of which will improvethe speed of the game.

FIG. 7 depicts a schematic 700 of a decision suggestion module used in asystem for online card games having parallel payouts. As an option, thepresent schematic 700 may be implemented in the context of thearchitecture and functionality of the embodiments described herein.Also, the schematic 700 or any aspect therein may be implemented in anydesired environment.

In addition to the aforementioned techniques to provide real-timeinformation to players about the hand as it is played, there are othersthat will improve the speed of and player participation in the game.

For example, one possible adaptation of poker to online play involvesengaging the player through the allure of prizes or jackpots or forms ofpromotions awarded to players based on predetermined criteria.Participation fees can be charged separately to each player and canincrease progressively in real time. Prize awards can be awardedseparately and can increase progressively in real time as well.Land-based casinos will sometimes award added prizes or bonuses toplayers based on their hand ranking (e.g., receiving four-of-a-kind oranother “high hand”), or the hand outcome (being dealt two aces butstill losing, or getting a “bad beat” when a high hand is beaten by aneven higher hand). These jackpots may be funded by the casino by takingadded money from each pot when the house takes their collection becausecharging each player separate small amounts and making change isimpractical and would slow the game down. Moreover, the players in aland-based casino cannot opt-in or opt-out of the bonus or jackpot asthe money is taken from the pot and applied across the board to allplayers. In addition, all players at the table are participating in thesame promotions.

However, in an online implementation, players can opt-in or opt-out ofpromotional bonuses or jackpots, and can be separately charged foropting in or avoid paying the opt-in fees when they choose not toparticipate. An online system can collect individual fees and wagersfrom players and pay players without slowing down the game. An onlineopt-in system can also mean that players virtually seated at the sametable can participate in different promotions from each other, and canparticipate is many different promotions at a time.

Because a land-based casino or operator usually charges poker players bythe hand (by the expedient of taking money out of the pot), the casinooften does not allow added or side wagers that would have to be settledseparately. Examples of an added wager might be a wager that the nextcard dealt will be red, that the winning hand will be two pair orbetter, or where how long they or one or more other players will last ina tournament. Allowing added wagers would require that thephysically-based dealer take added time to settle the added orindividual wagers, which would slow down the number of hands per hourdealt for the game. Slowing down each hand to settle side bets wouldalso upset other players interested primarily in the underlying pokergame. There is also limited table space for arranging other wagers notin the common pot.

However, in an online system, computer-aided modules can be used toallow players and observers to make side wagers and to settle those sidewagers automatically and without slowing down the game. The wagers caninvolve multiple participants and multiple variations.

In another series of embodiments, players can be presented with anautomatically-generated strategy suggested by the system. The suggestedstrategy may be determined by the system based on the player's hand, thewagers placed by other players up to that point, the position of theplayer-entry relative to the dealer, the number of other player-entriesparticipating in the hand, the decisions of the other player-entries upto that point, community cards and observable cards of other players,and various well-known principles of poker strategy. This feature allowsinexperienced players to learn the game without giving any player anunfair advantage. In one such embodiment, when a player's turn hasarrived, the player may be presented with a suggested wager. The playermay be given the option to accept the suggestion, reject the suggestion,or use the suggestion as a baseline that can be adjusted upwards ordownwards to set the player's actual wager. In one embodiment, thesuggestion may vary even in similar hands or identical circumstances inorder to avoid repetition of the same suggestions. In anotherembodiment, the strategy suggested to a player-entry may be hidden fromother player-entries. The player may have the option to decide, in apreference setting, whether to automatically accept all suggestedwagers, reject all suggested wagers, or adjust all suggested wagers byone or more values.

The foregoing can be implemented in an online setting. The schematic 700of FIG. 7 depicts a decision suggestion module 308, which serves topresent suggestions for play, including a suggested wager. As shown, thedecision suggestion module 308 includes a decision logic module 704,which can take in a variety of inputs such as a hand 706 (e.g., thecurrent hand, the last hand, etc.), wagers 708 and wagering rules 608, agame history 712, and in some cases, one or more sets of observablecards 710. Using the aforementioned inputs and logic/rules withindecision logic module 704, suggestions for play can be presented to aplayer. Such suggestions can include a series of suggestions that areorganized based on the preference of the player (e.g., see ranked playersuggestions 714) and/or suggestions that are organized based on thepreferences or suggestions of the game room operator (e.g., see rankedoperator suggested game types 716). The suggestions can be presented ina variety of ways, including display on the display surface of a gameroom monitor 119, or as an image within a console view 206. A layoutengine 720 can be employed to present suggestions, including bydisplaying suggestions on a display surface.

Finally, in an online game, it is easy for people who not activelyparticipating in a hand to make a side bet. That is, persons observingthe virtual table or tournament can easily wager on the outcome of thehand or tournament, or make a side bet. In an online system, hundreds oreven thousands of people or more can be allowed to remotely observe agame or hand and can be allowed to make related wagers.

FIG. 8 depicts a flow chart 800 of table assignment logic used in asystem for online card games having parallel payouts. As an option, thepresent flow chart 800 may be implemented in the context of thearchitecture and functionality of the embodiments described herein.Also, the flow chart 800 or any aspect therein may be implemented in anydesired environment.

The flowchart of FIG. 8 depicts a flow chart used in a computerimplemented method of assigning player-entries to tables in an onlinecard game. The method commences at “start” and the method receivespreference parameters corresponding to a player-entry of a player (seeoperation 802). Then, during the course of play, the computerimplemented method receives a fold-out command (see operation 804)corresponding to the player-entry to fold-out of a current hand of aparticular game and the method determines if there is an open table thatsatisfies the preference parameters (see decision 805). If so, then thesystem will establish a variable “table ID” to represent the identifiedopen table (see operation 806). However, it is possible that there is nosatisfying open table. In such a case the system will create a new table(see operation 807) and establish a variable “table ID” to represent thenewly-created table (see operation 808). Once a table has beenidentified, then the method assigns the player-entry of the player tothe determined table ID (see operation 810).

Additional Embodiments of the Disclosure

FIG. 9 depicts a system for online card games having parallel payouts.As an option, the present system 900 may be implemented in the contextof the architecture and functionality of the embodiments describedherein. Of course, however, the system 900 or any operation therein maybe carried out in any desired environment. As shown, system 900comprises at least one processor and at least one memory, the memoryserving to store program instructions corresponding to the operations ofthe system.

As shown, an operation can be implemented in whole or in part usingprogram instructions accessible by a module. The modules are connectedto a communication path 905, and any operation can communicate withother operations over communication path 905. The modules of the systemcan, individually or in combination, perform method operations withinsystem 900. Any operations performed within system 900 may be performedin any order unless as may be specified in the claims. The embodiment ofFIG. 9 implements a portion of a computer system, shown as system 900,comprising a computer processor to execute a set of program codeinstructions (see module 910) and modules for accessing memory to holdprogram code instructions to perform: offering participation in theonline game or hand to one or more game participants, the one or moregame participants selected from one or more game players or one or moregame observers (see module 920); identifying a benchmark event relatedto a plurality of cards in the online game or hand (see module 930);receiving, by a computer, an opt-in wager or opt-in fee from the gameparticipant to register the game participant as eligible to win thebenchmark prize, wherein not all the game participants in the onlinegame or hand are required to opt in (see module 940); receiving aplurality of cards corresponding to the online game or hand (see module950); and awarding the benchmark prize to the game participant based atleast in part on an occurrence of the benchmark event (see module 960).

FIG. 10 depicts a system for automatic fold-out whereby a profitabilitythreshold of a current hand is used in making the decision to perform afold-out command. As an option, the present system 1000 may beimplemented in the context of the architecture and functionality of theembodiments described herein. Of course, however, the system 1000 or anyoperation therein may be carried out in any desired environment. Asshown, system 1000 comprises at least one processor and at least onememory, the memory serving to store program instructions correspondingto the operations of the system.

As shown, an operation can be implemented in whole or in part usingprogram instructions accessible by a module. The modules are connectedto a communication path 1005, and any operation can communicate withother operations over communication path 1005. The modules of the systemcan, individually or in combination, perform method operations withinsystem 1000. Any operations performed within system 1000 may beperformed in any order unless as may be specified in the claims. Theembodiment of FIG. 10 implements a portion of a computer system, shownas system 1000, comprising a computer processor to execute a set ofprogram code instructions (see module 1010) and modules for accessingmemory to hold program code instructions to perform: receiving, by acomputer, at least one preference parameter corresponding to aplayer-entry of a player (see module 1020); accessing a current handprofitability threshold of a current hand of a particular game (seemodule 1030); determining to perform a fold-out command corresponding tothe player-entry to fold out of the current hand of the particular game,the determination based at least in part on a comparison of the currenthand to the calculated current hand profitability threshold (see module1040); determining a table ID of an open table satisfying at least onepreference parameter when the open table is not null (see module 1050);determining a table ID of a new table satisfying at least one preferenceparameter when the open table ID is null (see module 1060); andassigning the player-entry of the player to the determined table ID (seemodule 1070).

FIG. 11 depicts a system 1100 for online card games using multipleonline player preferences. As an option, the present system 1100 may beimplemented in the context of the architecture and functionality of theembodiments described herein. Of course, however, the system 1100 or anyoperation therein may be carried out in any desired environment.

As shown, system 1100 comprises at least one processor and at least onememory, the memory serving to store program instructions correspondingto the operations of the system. As shown, an operation can beimplemented in whole or in part using program instructions accessible bya module. The modules are connected to a communication path 1105, andany operation can communicate with other operations over communicationpath 1105. The modules of the system can, individually or incombination, perform method operations within system 1100. Anyoperations performed within system 1100 may be performed in any orderunless as may be specified in the claims.

The embodiment of FIG. 11 implements a portion of a computer system,shown as system 1100, comprising a computer processor to execute a setof program code instructions (see module 1110) and modules for accessingmemory to hold program code instructions to perform: receiving two ormore preference parameters corresponding to a player-entry of a player(see module 1120); receiving a player command corresponding to theplayer-entry to fold out of a current hand of a particular game (seemodule 1130); identifying an open table satisfying to at least one firstpreference parameter, wherein the open table comprises a table withfewer player-entries than the open table's capacity (see module 1140);and assigning the player-entry to the open table using the second of thetwo or more preference parameters (see module 1150).

In some situations, the player preferences are adjusted for a particularhand or decision based on the at least one of, (a) an order in which theplayer must act in the hand, (b) the number of remaining opponents, (c)size of relative chip stacks, (c) the modeled or predicted tendencies ofother players, or (d) other factors used by game players for gamestrategy.

FIG. 12 depicts a system for online card games using multiple onlineplayer preferences, according to some embodiments. FIG. 12 depicts ablock diagram of a system to perform certain functions of a computersystem. As an option, the present system 1200 may be implemented in thecontext of the architecture and functionality of the embodimentsdescribed herein. Of course, however, the system 1200 or any operationtherein may be carried out in any desired environment.

As shown, system 1200 comprises at least one processor and at least onememory, the memory serving to store program instructions correspondingto the operations of the system. As shown, an operation can beimplemented in whole or in part using program instructions accessible bya module. The modules are connected to a communication path 1205, andany operation can communicate with other operations over communicationpath 1205. The modules of the system can, individually or incombination, perform method operations within system 1200. Anyoperations performed within system 1200 may be performed in any orderunless as may be specified in the claims. The embodiment of FIG. 12implements a portion of a computer system, shown as system 1200,comprising a computer processor to execute a set of program codeinstructions (see module 1210) and modules for accessing memory to holdprogram code instructions to perform: receiving at least one preferenceparameter corresponding to a player-entry of a player (see module 1220);receiving a fold-out command corresponding to the player-entry to foldout of a current hand of a particular game (see module 1230);determining a table ID of an open table satisfying at least onepreference parameter when the open table is not null (see module 1240);determining a table ID of a new table satisfying at least one preferenceparameter when the open table ID is null (see module 1250); andassigning the player-entry of the player to the determined table ID (seemodule 1260).

System Architecture Overview

FIG. 13 depicts a block diagram of an instance of a computer system 1300suitable for implementing an embodiment of the present disclosure. Thecomputer system 1300 includes nodes for client computer systems (e.g.,client computer system 1302 ₁ through client computer system 1302 _(N)),nodes for server computer systems (e.g., server computer system 1304 ₁through server computer system 1304 _(N)), and nodes for networkinfrastructure (e.g., network infrastructure node 1306 ₁ through networkinfrastructure node 1306 _(N)), any of which nodes may comprise amachine (e.g., computer 1350) within which a set of instructions forcausing the machine to perform any one of the techniques discussed abovemay be executed. The embodiment shown is purely exemplary, and might beimplemented in the context of one or more of the figures herein.

Any node of the network may comprise a general-purpose processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, a discrete gate or transistor logic, discretehardware components, or any combination thereof capable to perform thefunctions described herein. A general-purpose processor may be amicroprocessor, but in the alternative, the processor may be anyconventional processor, controller, microcontroller, or state machine. Aprocessor may also be implemented as a combination of computing devices(e.g., a combination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration, etc.).

In alternative embodiments, a node may comprise a machine in the form ofa virtual machine (VM), a virtual server, a virtual client, a virtualdesktop, a virtual volume, a network router, a network switch, a networkbridge, a personal digital assistant (PDA), a cellular telephone, a webappliance, or any machine capable of executing a sequence ofinstructions that specify actions to be taken by that machine. Any nodeof the network may communicate cooperatively with another node on thenetwork. In some embodiments, any node of the network may communicatecooperatively with every other node of the network. Further, any node orgroup of nodes on the network may comprise one or more computer systems(e.g., a client computer system, a server computer system) and/or maycomprise one or more embedded computer systems (including a processorand memory), a massively parallel computer system, and/or a cloudcomputer system.

The computer system (e.g., computer 1350) includes a processor 1308(e.g., a processor core, a microprocessor, a computing device, etc.), amain memory (e.g., computer memory 1310), and a static memory 1312,which communicate with each other via a bus 1314. The computer 1350 mayfurther include a display unit (e.g., computer display 1316) that maycomprise a touch-screen, or a liquid crystal display (LCD), or a lightemitting diode (LED) display, or a cathode ray tube (CRT). As shown, thecomputer system also includes a human input/output (I/O) device 1318(e.g., a keyboard, an alphanumeric keypad, etc.), a pointing device 1320(e.g., a mouse, a touch screen, etc.), a drive unit 1322 (e.g., a diskdrive unit, a CD/DVD drive, a tangible computer readable removable mediadrive, an SSD storage device, etc.), a signal generation device 1328(e.g., a speaker, an audio output, etc.), and a network interface device1330 (e.g., an Ethernet interface, a wired network interface, a wirelessnetwork interface, a propagated signal interface, etc.). The drive unit1322 includes a machine-readable medium 1324 on which is stored a set ofinstructions (i.e., software, firmware, middleware, etc.) 1326 embodyingany one, or all, of the methodologies described above. The set ofinstructions 1326 is also shown to reside, completely or at leastpartially, within the main memory and/or within the processor 1308. Theset of instructions 1326 may further be transmitted or received via thenetwork interface device 1330 over the bus 1314.

It is to be understood that embodiments of this disclosure may be usedas, or to support, a set of instructions executed upon some form ofprocessing core (such as the CPU of a computer) or otherwise implementedor realized upon or within a machine- or computer-readable medium. Amachine-readable medium includes any mechanism for storingnon-transitory information in a form readable by a machine (e.g., acomputer). For example, a machine-readable medium includes read-onlymemory (ROM); random access memory (RAM); magnetic disk storage media;optical storage media; flash memory devices; and electrical, optical oracoustical or any other type of media suitable for storingnon-transitory information.

In the foregoing specification, the disclosure has been described withreference to specific embodiments thereof. It will, however, be evidentthat various modifications and changes may be made thereto withoutdeparting from the broader spirit and scope of the disclosure. Forexample, the above-described process flows are described with referenceto a particular ordering of process actions. However, the ordering ofmany of the described process actions may be changed without affectingthe scope or operation of the disclosure. The specification and drawingsare, accordingly, to be regarded in an illustrative sense rather thanrestrictive sense.

While the figures and description have been described with reference tonumerous specific details, one of ordinary skill in the art willrecognize that the claimed embodiments can be differently embodied inother specific forms without departing from the scope of the claims.

What is claimed is:
 1. A computer implemented method of awarding abenchmark prize to a game participant in an online game or hand, themethod comprising: offering participation in the online game or hand toone or more game participants, the one or more game participantsselected from one or more game players or one or more game observers;identifying a benchmark event related to a plurality of cards in theonline game or hand; receiving, by a computer, an opt-in wager or opt-infee from the game participant to register the game participant aseligible to win the benchmark prize, wherein not all the gameparticipants in the online game or hand are required to opt in;receiving a plurality of cards corresponding to the online game or hand;and awarding the benchmark prize to the game participant based at leastin part on an occurrence of the benchmark event.
 2. The computerimplemented method of claim 1, wherein the benchmark event comprises ahand rank.
 3. The computer implemented method of claim 1, wherein thebenchmark event comprises an event during a hand, playing session, orgame.
 4. The computer implemented method of claim 1, wherein thebenchmark event comprises a combination of a hand rank, a hand outcome,and an event during a hand, playing session, or game.
 5. The computerimplemented method of claim 1, wherein the game participant is eligiblefor at least one benchmark event different from a second benchmark eventthat a second game participant is eligible for, and the game participantand the second game participant are seated at the same table.
 6. Thecomputer implemented method of claim 1, wherein the benchmark event is abest player hand achieved within a set time interval or number of hands.7. The computer implemented method of claim 1, wherein the benchmarkevent is a player hand or a certain rank or better is beaten by anotherhand of higher rank.
 8. The computer implemented method of claim 1,wherein the game operator charges the game participant a fee based atleast in part on opting in.
 9. The computer implemented method of claim1, wherein the game operator charges the game participant a fee based atleast in part on the amount of the game participant's wager.
 10. Thecomputer implemented method of claim 1, wherein there benchmark prizecomprises a jackpot in addition to the benchmark prize.
 11. The computerimplemented method of claim 1, wherein the benchmark prize progressivelyincreases.
 12. The computer implemented method of claim 1, wherein thebenchmark prize is based at least in part on a pari-mutuel payout. 13.The computer implemented method of claim 1, wherein the wager is made byan observer not participating in a hand.
 14. The computer implementedmethod of claim 1, wherein awarding the benchmark prize to the gameparticipant is communicated solely to the game participant.
 15. Acomputer system for awarding a benchmark prize to a game participant inan online game or hand, the computer system comprising: a computerprocessor to execute a set of program code instructions; and a memory tohold the program code instructions, in which the program codeinstructions comprises program code to perform, offering participationin the online game or hand to one or more game participants, the one ormore game participants selected from one or more game players or one ormore game observers; identifying a benchmark event related to aplurality of cards in the online game or hand; receiving an opt-in wageror opt-in fee from the game participant to register the game participantas eligible to win the benchmark prize, wherein not all the gameparticipants in the online game or hand are required to opt in;receiving a plurality of cards corresponding to the online game or hand;and awarding the benchmark prize to the game participant based at leastin part on an occurrence of the benchmark event.
 16. The computer systemof claim 15, wherein the benchmark event comprises a hand rank.
 17. Thecomputer system of claim 15, wherein the benchmark event comprises anevent during a hand, playing session, or game.
 18. A computer programproduct embodied in a non-transitory computer readable medium, thecomputer readable medium having stored thereon a sequence ofinstructions which, when executed by a processor causes the processor toexecute a process for awarding a benchmark prize to a game participantin an online game or hand, the process comprising: offeringparticipation in the online game or hand to one or more gameparticipants, the one or more game participants selected from one ormore game players or one or more game observers; identifying a benchmarkevent related to a plurality of cards in the online game or hand;receiving an opt-in wager or opt-in fee from the game participant toregister the game participant as eligible to win the benchmark prize,wherein not all the game participants in the online game or hand arerequired to opt in; receiving a plurality of cards corresponding to theonline game or hand; and awarding the benchmark prize to the gameparticipant based at least in part on an occurrence of the benchmarkevent.
 19. The computer program product of claim 18, wherein thebenchmark event comprises a hand rank.
 20. The computer program productof claim 18, wherein the benchmark event comprises an event during ahand, playing session, or game.